A common Corki complaint is that he feels extremely mana constrained by the cost of Phosphorus Bomb. However, after looking at his abilities, Phosphorus Bomb needs to be expensive to balance out its lack of counterplay. So we instead reduced the cost on some of his other spells to make mana less of a constraint overall.

We lowered the early game damage output Draven got from his passive since it wasn't adding much in terms of satisfying gameplay. Unfortunately, to get the numbers right, we realized we would need to reduce his passive damage to a point where it would be even less satisfying. We instead opted to rework Draven's passive altogether into something that reinforces his current gameplay, something so… Draven… even his opponents will feel begrudged to applaud: Welcome… to the League of Draven.

When Draven catches a Spinning Axe, or kills a minion or monster, he gains one stack of Adoration. When Draven kills an enemy champion, he consumes half of his Adoration stacks and gains 3 gold per stack consumed. Draven loses half of his Adoration stacks upon death.

By increasing the cooldown on Jayce's Acceleration Gate, we can keep his Shock Blast + Acceleration Gate combo impactful while toning down his poke and disengage potential. In addition, since later in the game not every Shock Blast will be accelerated, we've increased the base speed of the ability to make it better as a standalone skillshot.

LeBlanc's Mimic was less a decision point and more of a tool to one-shot someone with Sigil of Silence. These changes aim to make Mimic equally interesting with other skills. For one, Mimicked abilities will now deal their own base damage instead of amplifying the base spell. This means players will be able to use Mimic in more creative ways at level 6, rather than saving it for Sigil of Silence. Additionally, Sigil of Silence will now deal less damage up front but more damage on detonation in order to better promote LeBlanc's multi-skill interaction.

We're repositioning Flame Breath as a core tool for objective control and faster jungle clear, while also emphasizing its use as a “burn down” ability to be followed up with auto attacks against tankier fighters. We've also fixed a long-standing bug with Shyvana's Burnout where it wasn't scaling with attack damage while in Dragon form. This fix - along with her increased fury gains and reduced fury decay – will help her in late game teamfights. Lastly, we've moved the descriptions of her previous passive effects to their new ability tooltips to help centralize information.

Fury of the Dragonborn - Remade. All Fury of the Dragonborn effects have been moved to their respective abilities.

Zac

We wanted to make it easier and more rewarding for Ziggs to use Satchel Charge offensively, whether by detonating it immediately or leaving it as a threat on the battlefield to zone opponents. We also wanted to make Satchel Charge noticeably easier to use for players with moderate to high latency.

Satchel Charge

Can now be reactivated while in flight, causing the Satchel Charge to detonate on landing

Missile speed increased to 1750 from 1600

Increased knockback distance to 400 from 350

Cooldown now starts when Satchel Charge is cast, not when it detonates

General Champion Notes

By constantly shifting between forms as they move about the map, certain champions have been artificially accelerating their access to fully stacked Tear items (Muramana and Seraph's Embrace) without using their mana.

The following abilities no longer count as a spellcast for the sake of items like Tear of the Goddess, Sheen, etc.

When used on a CC immune champion, it will only display "Can't be slowed"

Disconnection

Summoners that disconnect while CCed will now properly run back to base

Items

In order to alleviate some of the gold pressure on supports as they push for vision dominance, we've made some changes to how the Oracle's buff works as well reworked the rewards for killing wards. First off, Oracle's Elixir no longer expires upon death, meaning players can be more aggressive with Oracle's, rather than just passively clear warded areas they know to be safe. Secondly, the gold from destroying a ward is now distributed between both the player who kills the ward AND the player who, whether through Oracle's or placing Vision wards, granted vision on that ward.

Wards

Vision and Sight Ward are now worth 30 gold, up from 25

Wriggle's Lantern Ward is now worth 20 gold, up from 15

The reward structure for killing wards has been changed to the following:

Sightstone and Ruby Sightstone now display the number of placed Ghost Wards in their inventory tooltips

Oracle's Elixir

No longer expires on death

Duration reduced to 4 minutes from 5

Invisibility detection radius reduced to 600 from 750

Now displays the radius of the detection effect to the buffed player

Oracle's Extract

Invisibility detection radius reduced to 600 from 750

Now displays the radius of the detection effect to the buffed player

Tear of the Goddess and Manamune were stacking up far too quickly given their low cost, so we've increased the cooldown per charge. On the other hand, Archangel's Staff is a top tier item and requires a higher gold investment, so we wanted to reward players who choose to invest in charging their Archangel's Staff faster.

Tear of the Goddess

UNIQUE Passive - Mana Charge

Cooldown per charge increased to 4 seconds from 3

Updated the tooltip to clarify its actual functionality

Manamune

UNIQUE Passive - Mana Charge

Cooldown per charge increased to 4 seconds from 3

Updated the tooltip to clarify its actual functionality

Archangel's Staff

UNIQUE Passive - Mana Charge

Mana gained increased to 8 from 6

Cooldown per charge increased to 4 seconds from 3

Updated the tooltip to clarify its actual functionality

Previously, champions whose attacks applied a secondary source of physical damage (we're looking at you Jarvan), could unintentionally gain additional stacks of Black Cleaver's shred with one hit. Characters like Shyvana or Renekton that can apply multiple basic attacks at the same time will still stack up shreds as normal.

Black Cleaver

Can no longer apply more than one stack of Armor Shred in a single basic attack

We've made Maw of Malmortius' passive bonus easier to understand at a glance. Now Maw will grant its maximum AD when the shield procs, so players will know exactly when they're at peak power.

Maw of Malmortius

Attack Damage increased to 60 from 55

Magic Resist increased to 40 from 36

Passive now grants 1 Attack Damage for every 2% of missing Health, up from 2.5%

Passive now capped at 35 Attack Damage, down from 40

Fixed a bug where the cooldown was not properly resetting when upgrading from a Hexdrinker on cooldown

Wooglet's Witchcap

Fixed several unintended interactions with champion abilities and the Stasis active

Zhonya's Hourglass

Fixed several unintended interactions with champion abilities and the Stasis active

Maps

Summoner's Rift

We've made some changes to death streaks in order to address strategies where repeatedly dying to lower your kill bounty could be used to gain an advantage. We know this may affect games where people are not intentionally dying, and we'll continue to monitor this.

Death Streak gold values have been reworked to be in line with pre-Season 3 values.

Examples:

A player killed three times in a row without resetting is now worth 220 gold (previously 182 gold)

A player killed six times in a row without resetting is now worth 112 gold (previously 62 gold)

With Patch 3.9, we are setting a new precedent by making separate, map-specific balance changes to certain champions. The intent is not to reach a balancing cadence similar to Summoner's Rift, but to address some egregious balance outliers to improve the overall player experience. In this patch we're toning down Kassadin on Crystal Scar and Singed on Twisted Treeline. If this approach proves successful we'll follow suit with additional tweaks where necessary.

Unique Passive: Grants a shield that absorbs damage. The shield will refresh after a short period without taking damage.

Game Interface

Fixed a long-standing bug where Attack-Move and Move commands could trigger while typing in chat

Fixed a keybinding issue where some modifier keys could not be used with certain keys and mouse buttons

Significantly improved performance when purchasing item upgrades

League System

Added the ability to spectate players and teams in challenger tier via an option in the leagues menu

When viewing teams in the Leagues tab, clicking on a team will now show a list of the team's top players

General

We worked with the Player Behavior team on a smaller change to remove all latency (ping) displays except your own. After looking closely at the data, it seems that showing pings during loading can add toxicity to games before they even begin. Ultimately we came to the conclusion that removing the ping display on champion load screens would lead to a healthier community overall, so we acted on it.

The load screen now includes Summoner Icons

The progress bar has been removed due to space constraints

The ping of other Summoners has been removed

The rune page has been significantly reworked to provide a more responsive experience:

Filtering out all runes of a given type (such as Marks or Seals) will cause it to turn grey, indicating that it's empty

Reverting the changes in the runebook no longer changes which is being edited

It's now possible to open more than one rune type at a time in the rune inventory

Right clicking or double clicking to rapidly add runes doesn't require waiting for the animation to complete

Shifted the rune slots slightly to reduce certain gaps

The scrollbars have been made more responsive and easier to click

The dividers between effects in the stats pane now scale down when the scrollbar appears

Dragging a rune into place no longer highlights slots near the drop target

Rune combiner animations are simpler and less CPU intensive

Rune combiner filters are now more consistent with rune page filters

When Smart Cast Range Indicators are enabled, the keybinding for Self Cast Spell (ALT by default) will activate the ability immediately on key press, rather than on key release. This matches the behavior of abilities which are innately self-cast, such as Sivir’s Spell Shield.

Added tooltips and visual indicators in the client to more clearly convey which game modes, maps, and types are locked for new and low level players

PVP.net will now automatically scale itself down to 1150x720 or 1024x640, whichever is most appropriate. The most common desktop resolutions that will see their experience impacted are:

1366x768

1280x768

1280x700

1182x864

Logitech hardware support can now be disabled by adding "LogitechSupport=0" to the "General" section in your game.cfg

Logitech hardware support can now be disabled by adding "LogitechSupport=0" to the "General" section in your game.cfg

Comments

That Nasus change will seriously hurt him, no matter what Riot says. The unpredictability of his Q strike was the only thing he had to stay in lane. But now other players can simply see how powerful he is and choose whether or not engage him.

Also, where da fuq is Spirit Guard Udyr? Wasn't It said that it would come with the next patch (this one)?

Liked the patch, lots of good changes and the nerf on singed (proxy and TT)

but the change on oracle elixir gives it no counterplay... as a support when you bought oracle you were a real pain in the ass for the other support, i usually was like "Destroy him! he is killing my wards" But now i cant do anything, maybe i kill him once or twice but the changes can't make people suicide.